Lucas FERRIER

Junior Game Designer

As a Game Design graduate, I am interested in all aspects of a game creation.
I am particularly engaged in designing the story and its understanding through the various elements of the game. I also like to design mechanics that can be explored by the player, and I don't hesitate to prototype them on Unreal Engine or Unity.

Game Documents

Here is a list of various Game & Concept documents I made (FR).

Click on the images on the right to see the full document

The Last Artifact

CURRENT PROJECT
Skytale Studio
Minecraft Adventure Game

Project demo presented at the Toulouse Game Show

My role :
GAME DESIGNER VOLUNTEER
Puzzle design & Prototyping
Use of command blocks and plugins
Playtests & Communication

The Last Artifact is a free adventure video game based on Skytale open source Map editor. It combines puzzles, combat, cinematics and an original soundtrack.

HALTAR

Contemplative Puzzle Game

My role :
Puzzle & Mechanics design
Unreal Engine Prototyping
Narrative Design
Environmental Narration
Level Design

Haltar is a puzzle game mixing 2D and 3D, players discover the story and mysteries of a flying city menacing to crash onto a village.

On the roll

Arcade Die & Retry

SOLO PROJECT
Level Design
Mechanics design
Onboarding & Balancing
Unreal Engine Prototyping

On the Roll is a Die & Retry game. Your goal is to bring a ball through challenging trials all the way to the end. Like a pinball machine, you can only control the envrionnement.

Lights Off

Laboratory Puzzle Game

My role :
Level Design & Decoration
Unreal Engine Prototyping
Puzzles & Feedbacks

This short Puzzle Game was made during the 3 days Game jam at BRASSART school, you control two robots in a botanical laboratory, with the goal to force a dangerous hacker out of his hidding spot.

\RECLAIMERS>_

Pixelart Rogue Lite

My role :
Scenario / Stage direction
Internal Communication
Pixel art on Aseprite
Unity C# code

RECLAIMERS is a Rogue Lite 2D game inspired by the movie "Sunshine" by Danny Boyle, you play as security androids tasked with resolving an internal conflict on the ship.

Out of Bounds

VR Backrooms Puzzle Game

My role :
17 Game Designer Team Work
Unreal Blueprint code
Communication
Virtual Reality

You've been sent to the backrooms to investigate the scene, following in the marks of your former colleagues, who no longer show any signs of life.

Drugs-1537

City Action Platformer

My role :
Level Design / Integration
Production management
Unreal Engine Prototyping
Gameplay mechanics

In this action platformer, you play Garret, a scientist who found a way to gain super powers in a world where drug use can lead to demon possession. These powers will help him put an end to illegal activities in the city.

Vacation Diary

Tower Defense Tahiti

My role :
Unreal Blueprint Code
Internal communication
Gameplay mechanics
Sourcing / Balancing

In the theme of polynesian myths and legends, protect your pillar by building and upgrading tiki towers on the surface, to repel waves of underwater enemies.

Board Game Projects

Quadesh

Strategic Board Game

My role :
Mechanics conception
Playtest & Balancing
Rules layout

1v1 board game inspired by Stratego, we play the Hittites or the Egyptians during the Battle of Qadesh, with the Egyptians aiming to claim the city of Qadesh and the Hittites aiming to make the Egyptian army flee by killing the Pharaoh.

Writings

New Noah

Interactive Story - Universe

My role :
Scenario & Writing
Mechanics of Choice and Branches
World Building

New Noah turns the tables, mixing utopia and dystopia. On a desolate earth, where toxic gases invade the atmosphere and rising sea levels have covered half of the formerly habitable land, people finally manage to form a just and peaceful society. They resist despite the slim chances of survival. A harmonious society in a chaotic world. (FR)

Click on the images on the right to see the full document

Family Reunion

Novel - 11 000 characters

The story takes place in the world of "Ori and the Will of the Wisps" and is inspired by a secondary quest.
It focuses on Maro, a moki seeking a new home for his family.

Artwork by unknownlifeform

Break in the Circus

Emoji Story - 200 characters

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A little story made with emojis. It is about a kid visiting of a circus in preparation for an upcoming show.
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Remorse

Novel - 6000 characters

Inspired by the movie "Memento".
The story takes place in the world of "Okami" and focuses on Kyubi, a yokaï who seems to have lost his memory.

It's a deal

Novel - 5000 characters

Inspired by the "Rashomon effect".
We experience the perspective of an old man as he watches the live broadcast of the 1998 Football World Cup Final on his TV.

My Favorite Games


Overview

HALTAR

Contemplative Puzzle Game

My role :
Puzzle & Mechanics design
Unreal Blueprint code
Narrative Design
Environmental Narration
Level Design

HALTAR is a puzzle
game mixing 2D and 3D.
Players discover the story and mysteries
of a flying city menacing to crash into a village.
This project was made in 9 months
with a team of 6 Game designers.
It is made on Unreal Engine 5.3.2.

My Work

As a final year project. I was able to contribute to all the different aspects of the game. Whether by formating documents or by integrating in the Engine.
Here are the details of my main tasks on this project :

Narrative / Level Design

Environmental storytelling

In this project, I had the opportunity to work on the Environmental Storytelling of the game, which represents the most important part of its narration.I regrouped diagrams of the various levels and listed all informations we want the player to understand about the story.
Then we place various elements, events or level design methods with the informations references they give to the player.
We used elements such as Wall arts, Landmarks, sounds, camera shots, destruction and many more events to tell the story throught the player's progression.

Unreal Engine Prototyping

I coded the game's general operation, the Steles and Tablets system, the cameras and various triggers, the animations, as well as most of the game's puzzles and their systems.
I also took care of special materials and the optimization.


Stele & Stone tablets System

The player can, drag and drop stone tablets to place them on the various Steles in the game.
The player can then play a 2D character in the tablets they placed. Some tablets can also be rotated, or checkpoints.


Reveal Zone System

The player will be able to reveal forgotten elements of the city with a reveal zone around his character.


Puzzles Systems

Some puzzles I programmed :The Staircase Room → The player have to move the stairs throught the tablet's buttons to make their way.The Windmill → The player can rotate the windmill blades to solve a puzzle that requires exploration.The Pillars → Each Stele emplacement matches a Pillar, the player will have to make their way to the next place.





Puzzle Design

3D & 2D Puzzles

During the process, I was able to design a 3D puzzle based on magnetism, and a 2D tablets puzzle introducing the gravity switch mechanic.In those puzzles, I followed a process focusing on giving the player an assumption about how to solve the puzzle.
Then catching them with the new introduced mechanic, leading them to reconsider how the the game and mechanic work to finally get the revelation and solve the puzzle.

Process

Process Summary

At the start of the project, we focused on the first levels to test the game's different aspects in preproduction, before embarking on the rest of the game's biomes.

In all of my tasks. I prioritize communication within the group. I regularly show my progress, giving everyone the opportunity to comment or suggest solutions.

Organisation

Planning & Coordination

We had set up a weekly meeting with the main purpose of summarizing our progress and define our new tasks. This meeting also ensured that all members were present to suggest ideas, modifications or solutions to the project.

We used Miro for most of the diagrams and brainstorms, and Notion for the documentation.

About our coordination, each member would join a voice channel on our discord, and note in status what they are working on. This method was able to prevent any Git problems and encourages voice communication instead of messages.

Overview

On the Roll

Arcade Die & Retry

SOLO PROJECT
Level Design
Mechanics design
Onboarding & Balancing
Unreal Engine Prototyping

On the Roll is an arcade Die & Retry game.
Your goal is to bring a ball through challenging trials all the way to the end. Like a pinball machine, you can only control the envrionnement.
I builded this solo project in 1 month.
This is my personal end-of-study project.
It is made on Unreal Engine 5.3.2.

My Work

As a solo project, I designed and programmed the game in its entirety.

Level Design

Exploit a simple Mechanic

In this project, my goal was to make an entire level that uses well and exploit the simple mechanics I designed.I separated the different challenges in rooms, and made sure that every room has interesting usages of the environnement control.I also structured them with different focal elements, like the wheels, the maze arrow or the ending rainbow.
Their purpose is to visually catch the attention of the player, and give a bit of an identity to the rooms.

Overview

The Last Artifact

CURRENT PROJECT
Skytale Studio
Minecraft Adventure Game

Project demo presented at
the Toulouse Game Show

My role :
GAME DESIGNER VOLUNTEER
Puzzle design & Prototyping
Use of command blocks and plugins
Playtests & Communication

The Last Artifact is a free adventure video game based on Skytale open source Map editor. It combines puzzles, combat, cinematics and an original soundtrack.I am currently working on this project as a Game Designer. My role is to design puzzles and trials with my team, that will appear at various points in the game.

My Work

Puzzle Design & Mechanics

Design puzzles with existing Mechanics

In this project, I am mainly assigned to the "Water Pillar", which is made of multiples puzzles and trials based on water.The Trident Room is based on the "Riptide" enchantement for the Trident in Minecraft. With "Riptide" you can use the Trident to launch yourself forward, which is used to travel with the waterfalls.
This room includes 3 main puzzles, which will upgrade the trident to the next "Riptide" level once finished, for higher launches.
Some puzzles uses the plugin "Lasers Enigma" which gives the possibility to create puzzles based on light.→ The first puzzle in the Trident Room is a "Laser Enigma" puzzle which introduce the mechanic of the light spectrum diffraction.→ The second puzzle is Water & Blocks. I designed it to be more focused on thinking than dexterity. I made a simple mechanic where the player can change some color blocks to change into water, or stay solid blocks. This mechanic allows the player to make combinations to find their way to the 5 buttons.→ The last trial is based on water flows. I designed it to be more focused on dexterity than thinking, it asks the player to launch himself properly to find his way.